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https://github.com/bevyengine/bevy
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examples: add screenspace texture shader example (#4063)
Adds a new shader example showing how to sample a texture with screenspace coordinates, similar to the end [portal in minecraft](https://bugs.mojang.com/secure/attachment/163759/portal_frame_112.gif). https://user-images.githubusercontent.com/22177966/156031195-33d14ed8-733f-4d9e-b1da-0fc807c994a5.mp4 I just used the already existent `models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png` texture but maybe we should use a dedicated texture for the example. Suggestions welcome. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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@ -467,6 +467,10 @@ path = "examples/shader/shader_defs.rs"
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name = "shader_material"
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name = "shader_material"
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path = "examples/shader/shader_material.rs"
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path = "examples/shader/shader_material.rs"
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[[example]]
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name = "shader_material_screenspace_texture"
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path = "examples/shader/shader_material_screenspace_texture.rs"
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[[example]]
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[[example]]
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name = "shader_material_glsl"
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name = "shader_material_glsl"
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path = "examples/shader/shader_material_glsl.rs"
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path = "examples/shader/shader_material_glsl.rs"
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13
assets/shaders/custom_material_screenspace_texture.wgsl
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13
assets/shaders/custom_material_screenspace_texture.wgsl
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@ -0,0 +1,13 @@
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#import bevy_pbr::mesh_view_bind_group
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[[group(1), binding(0)]]
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var texture: texture_2d<f32>;
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[[group(1), binding(1)]]
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var texture_sampler: sampler;
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[[stage(fragment)]]
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fn fragment([[builtin(position)]] position: vec4<f32>) -> [[location(0)]] vec4<f32> {
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let uv = position.xy / vec2<f32>(view.width, view.height);
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let color = textureSample(texture, texture_sampler, uv);
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return color;
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}
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@ -226,6 +226,7 @@ Example | File | Description
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--- | --- | ---
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--- | --- | ---
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`custom_vertex_attribute` | [`shader/custom_vertex_attribute.rs`](./shader/custom_vertex_attribute.rs) | Illustrates creating a custom shader material that reads a mesh's custom vertex attribute.
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`custom_vertex_attribute` | [`shader/custom_vertex_attribute.rs`](./shader/custom_vertex_attribute.rs) | Illustrates creating a custom shader material that reads a mesh's custom vertex attribute.
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`shader_material` | [`shader/shader_material.rs`](./shader/shader_material.rs) | Illustrates creating a custom material and a shader that uses it
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`shader_material` | [`shader/shader_material.rs`](./shader/shader_material.rs) | Illustrates creating a custom material and a shader that uses it
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`shader_material_screenspace_texture` | [`shader/shader_material_screenspace_texture.rs`](./shader/shader_material_screenspace_texture.rs) | A custom shader sampling a texture with view-independent UV coordinates
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`shader_material_glsl` | [`shader/shader_material_glsl.rs`](./shader/shader_material_glsl.rs) | A custom shader using the GLSL shading language.
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`shader_material_glsl` | [`shader/shader_material_glsl.rs`](./shader/shader_material_glsl.rs) | A custom shader using the GLSL shading language.
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`shader_instancing` | [`shader/shader_instancing.rs`](./shader/shader_instancing.rs) | A custom shader showing off rendering a mesh multiple times in one draw call.
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`shader_instancing` | [`shader/shader_instancing.rs`](./shader/shader_instancing.rs) | A custom shader showing off rendering a mesh multiple times in one draw call.
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`animate_shader` | [`shader/animate_shader.rs`](./shader/animate_shader.rs) | Shows how to pass changing data like the time since startup into a shader.
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`animate_shader` | [`shader/animate_shader.rs`](./shader/animate_shader.rs) | Shows how to pass changing data like the time since startup into a shader.
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164
examples/shader/shader_material_screenspace_texture.rs
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164
examples/shader/shader_material_screenspace_texture.rs
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@ -0,0 +1,164 @@
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use bevy::{
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ecs::system::{lifetimeless::SRes, SystemParamItem},
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pbr::MaterialPipeline,
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prelude::*,
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reflect::TypeUuid,
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render::{
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render_asset::{PrepareAssetError, RenderAsset, RenderAssets},
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render_resource::{
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BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
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BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType,
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SamplerBindingType, ShaderStages, TextureSampleType, TextureViewDimension,
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},
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renderer::RenderDevice,
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},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(MaterialPlugin::<CustomMaterial>::default())
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.add_startup_system(setup)
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.add_system(rotate_camera)
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.run();
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}
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#[derive(Component)]
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struct MainCamera;
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut custom_materials: ResMut<Assets<CustomMaterial>>,
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mut standard_materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
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material: standard_materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..Default::default()
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});
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..Default::default()
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});
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(0.0, 2.5, 1.0).looking_at(Vec3::default(), Vec3::Y),
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..Default::default()
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});
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commands.spawn().insert_bundle(MaterialMeshBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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material: custom_materials.add(CustomMaterial {
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texture: asset_server.load(
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"models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png",
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),
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}),
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..Default::default()
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});
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// camera
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commands
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.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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})
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.insert(MainCamera);
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}
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fn rotate_camera(mut camera: Query<&mut Transform, With<MainCamera>>, time: Res<Time>) {
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let cam_transform = camera.single_mut().into_inner();
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cam_transform.rotate_around(
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Vec3::ZERO,
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Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_seconds()),
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);
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cam_transform.look_at(Vec3::ZERO, Vec3::Y);
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}
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#[derive(Debug, Clone, TypeUuid)]
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#[uuid = "b62bb455-a72c-4b56-87bb-81e0554e234f"]
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pub struct CustomMaterial {
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texture: Handle<Image>,
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}
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#[derive(Clone)]
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pub struct GpuCustomMaterial {
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bind_group: BindGroup,
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}
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impl RenderAsset for CustomMaterial {
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type ExtractedAsset = CustomMaterial;
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type PreparedAsset = GpuCustomMaterial;
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type Param = (
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SRes<RenderDevice>,
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SRes<RenderAssets<Image>>,
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SRes<MaterialPipeline<Self>>,
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);
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fn extract_asset(&self) -> Self::ExtractedAsset {
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self.clone()
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}
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fn prepare_asset(
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extracted_asset: Self::ExtractedAsset,
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(render_device, gpu_images, material_pipeline): &mut SystemParamItem<Self::Param>,
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) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
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let gpu_image = match gpu_images.get(&extracted_asset.texture) {
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Some(gpu_image) => gpu_image,
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// if the image isn't loaded yet, try next frame
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None => return Err(PrepareAssetError::RetryNextUpdate(extracted_asset)),
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};
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let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[
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BindGroupEntry {
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binding: 0,
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resource: BindingResource::TextureView(&gpu_image.texture_view),
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},
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BindGroupEntry {
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binding: 1,
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resource: BindingResource::Sampler(&gpu_image.sampler),
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},
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],
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label: None,
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layout: &material_pipeline.material_layout,
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});
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Ok(GpuCustomMaterial { bind_group })
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}
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}
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impl Material for CustomMaterial {
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fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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Some(asset_server.load("shaders/custom_material_screenspace_texture.wgsl"))
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}
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fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
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&render_asset.bind_group
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}
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fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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sample_type: TextureSampleType::Float { filterable: true },
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view_dimension: TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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BindGroupLayoutEntry {
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binding: 1,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler(SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: None,
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})
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}
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}
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